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 CAD / Development / 10827
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Subject: 
3ds Max Import Script
Newsgroups: 
lugnet.cad.dev
Date: 
Sat, 3 May 2008 04:42:45 GMT
Viewed: 
9739 times
  
I've been working on a script to import ldraw data into 3ds max with some
moderate success.

I've been able to build primitive data and apply color/texture to the objects.

I did find an issue between max 9 and 10 this morning which has me cursing
autodesks's name, but that's another story.

What I would like to do is supplement some of the ldraw data with more optimised
mesh object.  That is, instead of building a brick from the primitive (or base)
data everything, I want to pre-build brick elements and supplement the subfile
import requests with these objects.  The primitive brick would of course be
build from the primitive data to begin with.

This would in essence, make the "brick" the primitive unit, rather then the
current "drawing" elements (note, this is not a criticism of the format).

Take for example part 3005 (brick 1x1), it has 46 poly's and 168 verts
(excluding the lines).  By welding the overlapping verts, this can be reduced to
49 verts.  It would also allow for a slightly smoother object at some
edges...but that's a nice side effect.

So, my question here is, how to determine what is a "brick" within terms of
ldraw.

At the moment I'm looking at the contents of the "parts" folder as been "brick"
primitives, what I really need is some clarification of the directory structure
so that I can move forward...

Any help and/or ideas would be truly appreciated



Message has 1 Reply:
  Re: 3ds Max Import Script
 
(...) Hi Shane, This sounds like an interesting project. And useful. :) (...) I think any user of autodesk tools has cursed their name at some time or another. ;) (...) And, if you wanted, you could replace some of the imported "primitive bricks" (...) (16 years ago, 3-May-08, to lugnet.cad.dev, FTX)  

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